phoenixannwn wrote:I'm definitely all for some (any!) type of restraints in the game mechanic. Do you know how hard it is to torture someone if they have to agree to be restrained? Everyone's character's superman (at least, everyone who any of my characters have tortured seems to be), and it either forces you to lose or do bad RP, which is so no fun.
Not to mention, we need more non-lethal options. Death or time-out is not the answer to everything. And just hitting someone and not killing them is pointless.
We need something the character's don't have a choice to listen to.
For the restraints (stocks, handcuffs, tied wrists, w/e) instead of not letting them **, you could just not let them use anything in their inventory and not let them use anything off the ground. Or hit anyone. Yes, there's still room for naughty RPing, but it also gives you a bit more leeway and would probably make it easier to set up.
Oh, and what are those pillar things they used to whip people on? It was like a tall pole, and the person's hands were tied to the top with a length of leather, and they would be whipped like 40 times or whatever. Got it! (Courtesy of google/wikipedia). A pillory! We should have one of those too.
This is exactly my opinion on this. Non-lethal/just locking in a room options to deal with criminals is something this game needs. I don't think RP works if you're doing something the other character really doesn't want you to do. If someone's really attached to their character than they might respond to *throws to the ground and begins tying wrists* with *struggles out of grasp and runs to the door* even if it isn't plausible.